Gamified experimental physics classes: A promising active learning methodology for higher education

Detalhes bibliográficos
Autor(a) principal: Forndran, Freerik
Data de Publicação: 2019
Outros Autores: Zacharias, Carlos Renato [UNESP]
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Institucional da UNESP
Texto Completo: http://dx.doi.org/10.1088/1361-6404/ab215e
http://hdl.handle.net/11449/190498
Resumo: Gamification is defined as the use of game design elements in a non-game context. In higher education, gamification is a methodology intending to motivate students to acquire academical knowledge and soft skills, while keeping them engaged and pleased with the learning process. This study reports the application of a gamified class concerning electric resistors, the first of a 12-topic discipline offered to 2nd-year students in physics and engineering. Adopting a Flipped Classroom methodology and a narrative based on household power consumption, traditional contents about resistors and electricity were taught. Also, instructions about how to use an ohm-meter and how to configure an electronic spreadsheet to do basic statistics were given. In order to customize and enrich the class, some optional contents (usually in a video) were made available. The access to the experimental activities was constrained by approval in four graded quizzes. Every activity was acknowledged by virtual coins to be converted in benefits (extra time to run final examinations, permission to consult class appointments and the opportunity to re-discuss a mistake in the final examination) and points, to rank students (leaderboard). Forty-five students attended the gamified class. No control group was implemented because this study aimed to find a good design for a gamified class, not to compare traditional to active methodologies. The overall student acceptance was excellent, and they reported that gamification can be a more engaging methodology than traditional classes, further developing soft skills and academic knowledge. However, the time spent to run the gamified class must be arranged, reducing the time inside the classroom. The opportunity to perform the experiment was considered essential, and could not be substituted by videos or texts since new doubts and concerns are pointed out during the practice when the teacher is present. Gamification can be a methodology capable of engaging and being enjoyable students, giving them more than just information but also soft skills.
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spelling Gamified experimental physics classes: A promising active learning methodology for higher educationActive learninggamificationphysicsSTEMGamification is defined as the use of game design elements in a non-game context. In higher education, gamification is a methodology intending to motivate students to acquire academical knowledge and soft skills, while keeping them engaged and pleased with the learning process. This study reports the application of a gamified class concerning electric resistors, the first of a 12-topic discipline offered to 2nd-year students in physics and engineering. Adopting a Flipped Classroom methodology and a narrative based on household power consumption, traditional contents about resistors and electricity were taught. Also, instructions about how to use an ohm-meter and how to configure an electronic spreadsheet to do basic statistics were given. In order to customize and enrich the class, some optional contents (usually in a video) were made available. The access to the experimental activities was constrained by approval in four graded quizzes. Every activity was acknowledged by virtual coins to be converted in benefits (extra time to run final examinations, permission to consult class appointments and the opportunity to re-discuss a mistake in the final examination) and points, to rank students (leaderboard). Forty-five students attended the gamified class. No control group was implemented because this study aimed to find a good design for a gamified class, not to compare traditional to active methodologies. The overall student acceptance was excellent, and they reported that gamification can be a more engaging methodology than traditional classes, further developing soft skills and academic knowledge. However, the time spent to run the gamified class must be arranged, reducing the time inside the classroom. The opportunity to perform the experiment was considered essential, and could not be substituted by videos or texts since new doubts and concerns are pointed out during the practice when the teacher is present. Gamification can be a methodology capable of engaging and being enjoyable students, giving them more than just information but also soft skills.University of HeidelbergSao Paulo State University (UNESP)Sao Paulo State University (UNESP)University of HeidelbergUniversidade Estadual Paulista (Unesp)Forndran, FreerikZacharias, Carlos Renato [UNESP]2019-10-06T17:15:14Z2019-10-06T17:15:14Z2019-06-21info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttp://dx.doi.org/10.1088/1361-6404/ab215eEuropean Journal of Physics, v. 40, n. 4, 2019.1361-64040143-0807http://hdl.handle.net/11449/19049810.1088/1361-6404/ab215e2-s2.0-85069055132Scopusreponame:Repositório Institucional da UNESPinstname:Universidade Estadual Paulista (UNESP)instacron:UNESPengEuropean Journal of Physicsinfo:eu-repo/semantics/openAccess2024-07-01T20:52:08Zoai:repositorio.unesp.br:11449/190498Repositório InstitucionalPUBhttp://repositorio.unesp.br/oai/requestopendoar:29462024-08-05T16:48:34.612770Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)false
dc.title.none.fl_str_mv Gamified experimental physics classes: A promising active learning methodology for higher education
title Gamified experimental physics classes: A promising active learning methodology for higher education
spellingShingle Gamified experimental physics classes: A promising active learning methodology for higher education
Forndran, Freerik
Active learning
gamification
physics
STEM
title_short Gamified experimental physics classes: A promising active learning methodology for higher education
title_full Gamified experimental physics classes: A promising active learning methodology for higher education
title_fullStr Gamified experimental physics classes: A promising active learning methodology for higher education
title_full_unstemmed Gamified experimental physics classes: A promising active learning methodology for higher education
title_sort Gamified experimental physics classes: A promising active learning methodology for higher education
author Forndran, Freerik
author_facet Forndran, Freerik
Zacharias, Carlos Renato [UNESP]
author_role author
author2 Zacharias, Carlos Renato [UNESP]
author2_role author
dc.contributor.none.fl_str_mv University of Heidelberg
Universidade Estadual Paulista (Unesp)
dc.contributor.author.fl_str_mv Forndran, Freerik
Zacharias, Carlos Renato [UNESP]
dc.subject.por.fl_str_mv Active learning
gamification
physics
STEM
topic Active learning
gamification
physics
STEM
description Gamification is defined as the use of game design elements in a non-game context. In higher education, gamification is a methodology intending to motivate students to acquire academical knowledge and soft skills, while keeping them engaged and pleased with the learning process. This study reports the application of a gamified class concerning electric resistors, the first of a 12-topic discipline offered to 2nd-year students in physics and engineering. Adopting a Flipped Classroom methodology and a narrative based on household power consumption, traditional contents about resistors and electricity were taught. Also, instructions about how to use an ohm-meter and how to configure an electronic spreadsheet to do basic statistics were given. In order to customize and enrich the class, some optional contents (usually in a video) were made available. The access to the experimental activities was constrained by approval in four graded quizzes. Every activity was acknowledged by virtual coins to be converted in benefits (extra time to run final examinations, permission to consult class appointments and the opportunity to re-discuss a mistake in the final examination) and points, to rank students (leaderboard). Forty-five students attended the gamified class. No control group was implemented because this study aimed to find a good design for a gamified class, not to compare traditional to active methodologies. The overall student acceptance was excellent, and they reported that gamification can be a more engaging methodology than traditional classes, further developing soft skills and academic knowledge. However, the time spent to run the gamified class must be arranged, reducing the time inside the classroom. The opportunity to perform the experiment was considered essential, and could not be substituted by videos or texts since new doubts and concerns are pointed out during the practice when the teacher is present. Gamification can be a methodology capable of engaging and being enjoyable students, giving them more than just information but also soft skills.
publishDate 2019
dc.date.none.fl_str_mv 2019-10-06T17:15:14Z
2019-10-06T17:15:14Z
2019-06-21
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://dx.doi.org/10.1088/1361-6404/ab215e
European Journal of Physics, v. 40, n. 4, 2019.
1361-6404
0143-0807
http://hdl.handle.net/11449/190498
10.1088/1361-6404/ab215e
2-s2.0-85069055132
url http://dx.doi.org/10.1088/1361-6404/ab215e
http://hdl.handle.net/11449/190498
identifier_str_mv European Journal of Physics, v. 40, n. 4, 2019.
1361-6404
0143-0807
10.1088/1361-6404/ab215e
2-s2.0-85069055132
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv European Journal of Physics
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.source.none.fl_str_mv Scopus
reponame:Repositório Institucional da UNESP
instname:Universidade Estadual Paulista (UNESP)
instacron:UNESP
instname_str Universidade Estadual Paulista (UNESP)
instacron_str UNESP
institution UNESP
reponame_str Repositório Institucional da UNESP
collection Repositório Institucional da UNESP
repository.name.fl_str_mv Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)
repository.mail.fl_str_mv
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